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| Welcome to Hearth. We hope you enjoy your visit. Hearth is a play-by-post High Fantasy role playing forum. We encourage taking part in fun and great stories and playing whatever kind of character you can imagine in a late-medieval fantasy world. Our goal was to create a large and detailed world that is fun to play in and offered the opportunities to play a lot of different kinds of characters and take part in a large variety of stories and plots, whether you want to take part in a war, have your character be an adventure or monster hunter, a commoner blacksmithing away or a backstabbing politician trying to get his way within his country. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
Western Hearthlands |
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Ceures
The people of Ceures are almost entirely half-elves, most of the pure blooded having long since bred with the humans of the area. The icy waters surrounding the bay, treacherous island formations, and the long cold-desert valley between itself and the nearest settlement have cut off this region from the rest of the world. Each village has its own form of walls, from stone to wooden palisades. These have been heavily braced, their main function to protect the inhabitants from the freezing winds and the creatures that hide in the freezing mist.
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| Subforums: Ilia | ||||
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The Western Plains
The plains north of Lake Paton are largely grassy, though forests are pressing at its outskirts. Settlements are scattered through the area, well within a day's passage. At nightfall, these settlements often close their gates to keep the beasts of the night out. Those near the foothills of Mount Durrall need be wary of the rocs that patrol the skies in search of prey.
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| Subforums: City of Westhaven, Aelcrest, Sageholt, Mount Durrall | ||||
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Galean Coast
Galea is known widely in the west for its trade, being a hub in the northwest. Tending to be very bold in its movements and dealings with other territories, many are watchful of its military growth over the last decade in the rule of Jruem II. Galea firmly controls the territory in the north east of the land bridge, forcing anyone in the area who wishes to trade with foreign countries to pass through its borders. Its location on the western coast of The Bay of Teeth has sparked hostility with rival trade in the bay.
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| Subforums: Thedris, Freyport | ||||
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Whitereach
The mountains directly around Whitereach are perhaps the most hospitable in the north ranges, though the further in one goes, the more likely he would encounter danger. Behind the marble walls of the city proper lay terraces that hold farms and small homes on either side of the mountain pass. Deep caves dot the range, reaching deep into the earth and forming a network. Travelers should be wary of hostile trolls and orcs who call these caves home, as well as some of the larger beasts of the Western Hearthlands.
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| Subforums: City of Whitereach | ||||
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Androlothia
The Kingdom of Androlothia stretches across the largest area of the southwest peninsula. It's terrain is edged by forests and mountains, with it's northern reaches being home to highlands, with fortresses dotting the landscape. As it reaches south, it opens up into lowlands and sweeping plains, with watch-towers and cobbled roads leading into the wilder lands to the south. Many different races call this "bastion of civilization" home.
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Secrets Beneath the Stone Sep 17 2013, 07:01 PM, By Jordan | ||
| Topics: 1 | Replies: 16 | |||
| Subforums: Andronopolis | ||||
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Woadland
The Woadlands are the northwestern marshes of the southern peninsula, and is perhaps one of the more brutal places in the western end of the Hearthlands. What was once a simple marsh has become home to invaders from far away lands, tribalistic warriors who eat the men they slay, and are rumored to devour the souls of the dead. The marsh smells of burned flesh and smog as the warriors smear themselves with the ashes of the slain, and lurk through the waters awaiting for the next challenge. Even beyond them, the place has taken to attracting the darker aspects of the land, and has proven to become ample hunting grounds for dangerous predators as well.
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| Subforums: Ashantha | ||||
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The As'lodai Marches
The Marshlands spread across the Southwestern peninsula, save for one small speck of it, are referred to as the As'lodai marches. Once the home of many of the Orcish tribes that resided in the Southwestern Hearthlands, it's old inhabitants have long since abandoned the lands to join the banner of the Og'lodai. Still, the marshes reside, and the name sticks. Tribals abound fight for the thickets and deep, murky waters, all the while fighting against some of the more hungering territories the untamed lands have to offer.
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Sea of Ash
The Western sand sea is the Sea of ash, with volcanic ash and metallic deposits marring the sand and painting it black. This brutal place is home to many dangerous creatures, some of them seemingly immune to the near volcanic state the desert finds itself in on it's darkest days. Legends tell of ghosts and skeletal soldiers rising up from the ashes when the wrath of the desert is unleashed.
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| Subforums: Victoria | ||||
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Destrier Plains
The plains that are comfortably nestled between the respective sand-seas prove to be a proving ground of competitive tribals and fledgling kingdoms alike. The plains are quite hilly in most places, with scattered forests to make for interesting terrain. The recent battles in the heartlands of the plains have charred some of it's lands, and the competing kingdoms of Ferusias and the Cadrian alliance have been clearing the plains of tribals in their own separate ways. For the time being, it is a place of conflict, and a place for profits for those so inclined.
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| Subforums: Cadria's Rest | ||||
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Sea of Gold
The Golden sands of the Sea of Gold are perhaps the most tame amongst the southern Hearthlands sand-seas. Full of different creatures and tribals that make the place vaguely prized, it's hills are said to be full of more rich gold then just sand. On top of that, underground water sources make it an almost ideal place to live compared to the other two deserts in the southern peninsula.
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Sea of Ghosts
The Sea of ghosts is a desert, colloquially called a 'sand-sea' by it's inhabitants and frequent visitors. It's ghost white sand is attributed to it's name, along-side rumors and legends of ancient ghosts that sleep beneath the sands. With reclusive dwarves to the southwest and competing tribals throughout the center and eastern ends of the desert, it is not a friendly place. It is, however, a grand source of resources; Such as gunpowder, gold, and gems. More then a few kings have had their eyes upon it for those reasons alone.
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| Subforums: Karoth | ||||
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Bar'goroth Badlands
The Bar'goroth badlands are an unforgiving place, and home to the Orcish tribes beneath the rule of the Og'lodai Khanate. Harsh winds and rough rain storms make the place tough to travel through without the harrying bands of Orcs wishing to subjugate or rule over all that resides in their lands. Beyond traders, few but the brave or the stupid come here without great reason, or invitation.
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| Subforums: Og'loth | ||||
2:33 PM Jul 11
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2:33 PM Jul 11